// #ifdef GL_ES
// precision mediump float;
// #endif

// uniform float u_time;
// uniform vec2 u_resolution;


// void main() {
//     vec2 st = gl_FragCoord.xy/u_resolution;
// 	gl_FragColor = vec4(1.0,1.0,1.0,st.y);
// }



// #ifdef GL_ES
// precision mediump float;
// #endif

// uniform vec2 u_resolution;
// uniform vec2 u_mouse;
// uniform float u_time;

// void main() {
// 	vec2 st = gl_FragCoord.xy/u_resolution;
// 	gl_FragColor = vec4(st.x,st.y,0.0,1.0);
// }


/* #ifdef GL_ES
precision mediump float;
#endif

uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;

// Plot a line on Y using a value between 0.0-1.0
float plot(vec2 st) {    
    return smoothstep(0.02, 0.0, abs(st.y - st.x));
}

void main() {
	vec2 st = gl_FragCoord.xy/u_resolution;
    float y = st.x;
    vec3 color = vec3(y);
    // Plot a line
    float pct = plot(st);
    color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
	gl_FragColor = vec4(color,1.0);
}


// // Author: Inigo Quiles
// // Title: Expo
//  */
// #ifdef GL_ES
// precision mediump float;
// #endif

// #define PI 3.14159265359

// uniform vec2 u_resolution;
// uniform vec2 u_mouse;
// uniform float u_time;

// float plot(vec2 st, float pct){
//   return smoothstep( pct-0.02, pct, st.y) -smoothstep( pct, pct+0.02, st.y);
// }

// void main() {
//     vec2 st = gl_FragCoord.xy/u_resolution;

//     float y = pow(st.x,5.0);

//     vec3 color = vec3(y);

//     float pct = plot(st,y);
//     color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);

//     gl_FragColor = vec4(color,1.0);
// }



// #ifdef GL_ES
// precision mediump float;
// #endif

// #define PI 3.14159265359

// uniform vec2 u_resolution;
// uniform float u_time;

// float plot(vec2 st, float pct){
//   return  smoothstep( pct-0.02, pct, st.y) - smoothstep( pct, pct+0.02, st.y);
// }

// void main() {
//     vec2 st = gl_FragCoord.xy/u_resolution;

//     // Step will return 0.0 unless the value is over 0.5,
//     // in that case it will return 1.0
//     float y = step(0.5,st.x);

//     vec3 color = vec3(y);

//     float pct = plot(st,y);
//     color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);

//     gl_FragColor = vec4(color,1.0);
// }


// Author:
// Title:
#ifdef GL_ES
precision mediump float;
#endif

uniform vec2 u_resolution;
uniform float u_time;

vec3 colorA = vec3(0.149,0.141,0.912);
vec3 colorB = vec3(1.000,0.833,0.224);

void main() {
    vec3 color = vec3(0.0);

    // float pct = abs(sin(u_time));
    float pct = 0.0;

    // Mix uses pct (a value from 0-1) to
    // mix the two colors  x(1-a) +y*a     0.298
    color = mix(colorA, colorB, pct);

    gl_FragColor = vec4(w,1.0);
}
